Jackson
Smash Lord
So is the consensus here that the only real purpose of Pivot Walking is to look flashy?
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It's a pretty dang good taunt, though. Not to mention that you can stop in the middle, so you probably won't get punished, or at least you won't get punished as hard when you spin away.So is the consensus here that the only real purpose of Pivot Walking is to look flashy?
You can pick both safer and more rewarding options. For example, @ 1:18 a SHFF Uair would have been unpunishable and in case it hit you would have put Schwa in the air for potentially more Uair juggles. Uair is a great move to harass players from below the plataforms. Try experimenting with FH very early Uair. It can frame trap extremely well on someone who is above you and still rising in the air. How? It catches double jumps very well, is very hard to react to and even if the opponent air dodges the opponent is still usually still above you, being unable to avoid your second aerial you throw out after the Uair. Landing Uairs can also be very good, especially against shields. It can hit someone behind you when you land and unlike Bair is safe on shield when spaced well, though it can be anti-aired easily if the opponent expects it. @ 17:45 Uair would have punished that whiffed DS better because you would have sent Schwa into the air for nearly guaranteed extra juggles. Instead you Faired him at low % to send him back into the center of the stage, resetting into neutral game and making him only take 10% damage when you could have done so much more damage. Uair is a great move in general. It hits with a very nice arc that makes it hit both in front of Marth and behind him. And try to learn to PSs. PSing landing aerials is easier too if you crouch and then shield right before the opponent throws the aerial while landing. That's because if you shield in a situation in which you didn't get hit but if you hadn't crouch you would have gotten hit, you automatically PS. Marth crouches pretty low so that helps. Use more Bair too when the opponent is diagonally above you. It's really safe and rewarding there. Oh and, actually try to auto-cancel your Nairs. That's usually better than getting the 8 frame landing lag. Nair AC very early anyway.https://www.youtube.com/watch?v=1oGx_H7bHWA
I played some serious matches against a player somewhat better than me. I felt that I was generally in the control and could do whatever, especially in the first match, but still got beaten hard overall. Since I'm not able to look all that unbiasedly at this, I was wondering if the more experienced players could tell me some key points to focus on? (I guess I try to catch people with fsmash and shield breaker too much, but they generally work well around here - there's probably something more fundamentally wrong with my play)
I noticed that there was a notice about a subforum for video critiques, but.. ..I couldn't find one. I'm not sure if that's because the notice is over three years old or what, but.. In the end, I decided to ask about this here.
All dancing blade hits have a tipper hitbox, although the difference is not nearly as big as with most other moves.Does DB1 - DB3 have a tipper hitbox? It doesn't seem like it...
Also, what is a frame trap? :|
In case you've never noticed, DB1 non tipper pops the enemy up too.DB1 tipper knocks upward.
DB1 non tipper knocks away.
But I don't play MK Plus I would only use my Secondaries depending on what character I'm with plus what if I team with a MK so no matter what I need the Adviceput your character icon over to metaknight because **** marth in doubles.
Completely and utterly yes. Fair maybe not so much if you're using it properly, but if you're going to DB2, you're usually asking to get punished, db3 is a free kill move punish.Again, I don't play with human opponents that much, but is whiffing a fair or DB1-3 like that really punishable?
It depends on the situation. Most of the time all forward is best, but not always. Going for the up variation of DB4 is good for putting the opponent in a juggle position and it can KO at high percents, especially when tippered. The down variation of DB3 can be safer on shield (though it really isn't in general) because Marth takes a step back. When hitting shields with DB, if you plan carrying on with DB after touching it with DB1, try going for DB2 ASAP (which is bufferable). DB1 to 2 is -5 on shield when done ASAP, so if the opponent attempts to shield grab DB1, he'll get hit by DB2 and therefore the rest of DB. Trust me, it happens pretty often especially in situations the opponent doesn't expect you to DB. DB1 can combo into other things at very high percents (like 150%, at high percents it pops them up more), like grab and Dsmash.
Sometimes, doing DB4 down really late might catch an opponent off guard as well, as they will try to punish DB4 forward or get their shield broken. Back in the earlier days of Brawl (when arguably the playstyle of many Marths was more basics-oriented and "cleaner"), some notable Marth players recommended doing DB2 up and DB3 down as a mix-up if the opponent SDI'd out from the full forward DB combo (which happens a lot when level of play gets higher).
But generally you want to do it full forward in all situations if the opponent doesn't SDI out, and up in some situtations against some characters who can be juggled easily.
I'm confused as to where to launch people.
I always thought heavyweights (Snake) were people that you would try to launch to the side, but apparently, you're supposed to launch them up...?
So... where do I launch people like:
-Fox?
-Samus?
-Jiggs?
I'm classifying Fox as a lightweight + fast faller, Samus as a heavyweight + slow faller, and Jiggs as a lightweight + slow faller.
Probably not as dramatic stats as them, but I'm using them as general terms.
Also, what is the best upward killing move out of a dash?
-If Dancing Blade is stale?
-If Dancing Blade is fresh (consider that you have three hits before you get the up finale)
So okay, Dolphin Slash isn't a good option, right? =.=
So our only SIDE killing moves out of dash is a foxtrotted fsmash, and the dash attack, right?
Also, how do people do that thing where they shield out of a dash????
Whenever I try to do that, I always get punished because Marth is ending his dash (those frames when you can press A to execute a dash attack)
Last thing: should I just do a run instead of a dash to kill, maybe? How fast is his run compared to dash?
Isn't fair ALONE usually best for downward recovery though? It hits a little bit under Marth (I don't know about DB1) and it autocancels... although usually you're supposed to hit in FRONT of yourself anyways.@ Xinc
Do you mean rising DB1 or DB while falling down on a grounded opponent. If you mean rising air DB on a grounded opponent, then yeah Fair is a decent option. But that's because ringing DB1 usually doesn't really combo into anything. If you do a fall down air DB on a grounded opponent, then doing a normal DB combo is more reliable. After the DB the opponent is most of the time in a disadvantaged position anyway. When it comes to using it as an air to air (unless the opponent is really close to the ground so that the DB combo ends on the ground), DB is usually OFFENSIVELY outclassed by other tools Marth has like all of his aerials. Offensively it's mostly only useful for gimping the space animals.